The thought occurs to me that TES would really benefit from having a definitive ending. Although the paradox is the fans would never allow it.
A lot of people moan (me included) about the lack of real choice and consequences in Bethesda games. In skyrim, you can kill or not kill someone, choose a side in the civil war, but nothing particularly dramatic happens in terms of gameplay or more importantly nothing that seriously changes the game. Ultimately, you're going to end up saving the world as a hero following a predetermined path. Sure you can do what you want when you want, but whatever you do, Skyrim will carry on basically the same as before.
The problem is, each consequence has to be incorporated into the game. The bigger the choice, the bigger the consequences, the more variablles. With a game this size, it would doubtless be an absolute nightmare to have multiple gameworld changes. The size of the game would probably be smaller and there'd be even more bugs.
If the game had a definitive ending with multiple possibles endings like NV though, it's a realistic proposition to have your choices build towards a climix whose outcome you determine. Like NV, this ending can reflect the consequences of decisions made along the way. It would have been great to have the option to help the Thalmor throughout the game with an outcome they covertly end up pulling all the strings in Skyrim and badly undermine the Empire. Even help Alduin if that's where you're at.
The problem is, Bethesda are wedded to eternal sandboxes - and the fans demand that. People went crazy just because in NV after one final battle you couldn't continue. All you had to do was defer that final battle until you wanted to end the game. And this allowed Obsidian to build multiple choices into the game, choices it would have been impossible to reflect in post MQ play without at least doubling the content to reflect the massive gameworld changes. You also had a choice not to go too far down one road until you were committed. It was your decision to upset the NCR enough to be branded a terrorist and potentially screw up a bunch of possible quests when you were ready to go down that path building towards the inevitable climix. You can't change anything because the gameworld always has to be there intact so you can go back and do all the quests you missed. Though why the Dragonborn is lowering themselves to fetch quests after saving the world is anyone's guess. Me, I'd go on holiday or something.
Personally I think it's a better experience if the game has a set point to choose to engage when you wish that ends the game and tells you what the results of your choices are in the long run. Were you hero or villain? Did you sort things out or screw them up? Did you improve things for some people at the expense of messing them up for others? That to me gives you the sense of impact and aids replayability because it encourages you to play the game again from a different perspective and see what happens if you do things another way. Deferring major outcomes to a set of possible endings means huge resources aren't needed to change the gameworld dynamically. And then it's up to Bethesda to decide what's canon.
I personally just think TES would be improved by doing the unthinkable and saying to the player once you go this far, you're committed to ending the game. But you have a choice as to what the ending will be. It's a moot point though because I can't see they'll ever do it. In which case, there's no point really moaning rtoo much about beingf railroaded to predetermined outcomes because that's the consequence of eternal sandboxes.
Thoughts?



